McMutton Posted July 29, 2010 Author Share Posted July 29, 2010 Ah, there we go. The problem was that the skeleton that I rigged them to was corrupted. Replacing it fixed the problem, though I had to redo the whole process... Thanks for the suggestions, guys. Link to comment Share on other sites More sharing options...
McMutton Posted July 30, 2010 Author Share Posted July 30, 2010 Is there any way to mirror bone weights in Gmax? Link to comment Share on other sites More sharing options...
theRoadstroker Posted July 30, 2010 Share Posted July 30, 2010 should be a mirror properties in the skin modifier if you scroll down on the list to the right or pull it wider, http://www.theorangeduck.co.uk/modding_stuff/tut_pics/rigging/scene7.jpg Like in this picture ... even thou its 3ds max 7 .. it should still look pretty much the same. remember to mirror both the bones and the verts (preferably on the X axis) in order to get as good mirroring as possible ... also the mesh thresh is the value that govern how many bones/verts is being mirrored (it acts like a protector for the center verts/bones).. usually 0,5 is good enough for most cases. Link to comment Share on other sites More sharing options...
McMutton Posted July 30, 2010 Author Share Posted July 30, 2010 Mine doesn't have that section, oddly enough. Anyway, I had it all working perfectly, aside from a few weighing issues. While I was fixing those up, I lost the scene file. After some panicked Undoing in Windows Explorer, everything was screwed up. Like so:http://i93.photobucket.com/albums/l43/Marshal_banana/Oblivion2010-07-3015-32-19-24.jpg It's only like that in-game. When opened in NIFSkope or Gmax, the model looks perfectly fine. I've tried re-exporting the model to no avail, so I have no idea what it is that I've done. I'm REALLY hoping that I won't have to re-weigh the models are anything like that. Link to comment Share on other sites More sharing options...
steelstiletto Posted July 30, 2010 Share Posted July 30, 2010 Ouch, sad times. Good luck getting it back and working again! I'm looking forward to this. Will it be one item that covers most of the body, or will it be different items for the different slots (so I can enchant it more)? Link to comment Share on other sites More sharing options...
McMutton Posted July 30, 2010 Author Share Posted July 30, 2010 The pants and footwear are separate from everything on the upper body. UPDATE: Seems I undid a renaming of one of the normal maps. After changing it back, things are in working order again... Why would the normal map being named the wrong thing effect the rigging? Link to comment Share on other sites More sharing options...
theRoadstroker Posted July 30, 2010 Share Posted July 30, 2010 unless the normal map shares the same name as the diffuse (main) texture but with a _n at the end .. the model is going to turn invisible ... so it has nothing to do with rigging ... just missing textures :) Link to comment Share on other sites More sharing options...
McMutton Posted July 30, 2010 Author Share Posted July 30, 2010 That little thing floating up above his head was a strap weighed to his right forearm. Link to comment Share on other sites More sharing options...
McMutton Posted July 31, 2010 Author Share Posted July 31, 2010 I've gotten everything into Oblivion. Now all that's left is to wait for that stylus so I can finish the textures and such. I'll probably do a female version later. I also decided against the cape part, as there was an ungodly amount of clipping. There're also a few problems with smoothing, despite the fact that everything has smoothing groups applied.http://i93.photobucket.com/albums/l43/Marshal_banana/Oblivion2010-07-3101-35-12-18.pnghttp://i93.photobucket.com/albums/l43/Marshal_banana/Oblivion2010-07-3101-35-02-95.pnghttp://i93.photobucket.com/albums/l43/Marshal_banana/Oblivion2010-07-3101-34-51-88.png Also, the footwear seems to have a lot of missing faces, they all show up in Gmax and NIFSkope, though.http://i93.photobucket.com/albums/l43/Marshal_banana/Oblivion2010-07-3101-35-40-46.png Link to comment Share on other sites More sharing options...
theRoadstroker Posted July 31, 2010 Share Posted July 31, 2010 the missing faces could be because of : * Those faces being N-gons ( = more then 4 verts/points per surface, tris = 3 verts ...polygon = 4 verts) *Bad export / corrupted mesh * Flipped faces I can tell for that picture that the missing faces are Ngons but Im still not 100% that is the problem cuz oblivion triangulates the mesh so it should have taken care of it ... but then again the exporter might not support them. My best bet is to fix them , easy with the cut tool and make them 3-4 sided. About the normals maps ... well it shouldn't really effect the rigging ... might be possible that you have hidden meshes that you forgot to get rid of around the hands, or it might be something else ... all I know is that I make the mistake to turn the skin modifier off in the viewport when I export and that way the rigging for that part get messed up. Link to comment Share on other sites More sharing options...
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